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Messages - EttaDreamfeather

Pages: 1 2 [3] 4 5 ... 21
51
Suggestions & Ideas / Re: Alchemy skill
« on: 2 Feb 2015, 01:43:17 »
Thank you for checking Foob, you the man. ^^

52
Noobstown General / Re: There is two of them
« on: 1 Feb 2015, 23:21:27 »
Shocking News Revealed:
Has Waterworth betrayed his love for TidalMewMew with... himself!?

Find out more as this reporter goes in deeper to discover the mysteries hidden behind alternate accounts, secret romances, and heartbreak in...

Waterworth: Second Account or Second Romance?

53
Towns & Nations / Town Statistics [Updated Weekly]
« on: 1 Feb 2015, 01:39:43 »
Restarting this topic, made it more efficient to gather information and calculations.

Each week I'm going to check all the towns and make a report on whether they gained/lost residents and money. This can just be for fun or you can actually use it to track how well a town is doing, whether they're growing quickly, or even if they've been working hard on a project and burning up their money!

I will try to do this once a week every Saturday, however sometimes I may end up doing it on Sundays.

Latest update: 3/8/2015
Next Update: 3/14/2015

Number of towns: 36 [Not including Noobstown]

~~Town Profit/Loss~~ 3/8/2015


Key:
Profit will be listed in green, loss will be listed in red.

Previous Weeks:
1/31/2015
2/7/2015
2/15/2015
2/21/2015
2/28/2015

54
Support / Re: Vanilla XP Multiplier
« on: 30 Jan 2015, 00:46:44 »
I'd have no idea, I was just making an assumption since the wiki doesn't say anything about why logs work and potatoes don't.

If I had to make a better assumption I would say it's because it's turning one thing into another that's not just a 'baked' version of it.

Ore -> Material
Log -> Charcoal
Sand -> Glass

It's the only thing other that they have in common otherwise.

55
Support / Re: Vanilla XP Multiplier
« on: 29 Jan 2015, 23:59:33 »
Duel would be correct, the MCMMO wiki states that the xp multiplier only applies to ore, logs, and sand. Anything else won't get you any extra experience.

Probably to keep people from doing what you're wanting to: Get quick levels from easy-to-obtain materials such as potatoes.

56
Suggestions & Ideas / Re: Add dungeons?
« on: 29 Jan 2015, 23:58:06 »
Haha, maybe! And to ensure that a town doesn't 'cheat' by simply destroying the dungeon and turning the spawners into grinders the admins could have the town consent to having a world guard on the dungeon so they can't do that. ^^

57
Suggestions & Ideas / Re: Add dungeons?
« on: 29 Jan 2015, 22:14:03 »
Perhaps it could be like a system where the Noobstown sewers are? There could be an approval system kind of like how there's a town approval system for auction chests at a town spawn.

Town staff could create a 'dungeon' area that follow certain requirements set up by the administrators and then they could apply to have some hostile spawners placed within the dungeon. This way the admins could make sure that the dungeon couldn't be used as a grind area unfairly but it would also give a way for towns to start hosting their own dungeon events and such.

Just an idea is all, not sure if it could actually be done or if the admins might implement it another way. ;3

58
Username: TwistedLover
Age: 21
Timezone: EST, GMT + 5
Why do you want to be a Prefect?:
Being staff in V5 was a very wonderful experience, there were a few issues here and there, but helping out the server community as a whole was very rewarding and something I enjoyed doing. I didn't mind dropping what I was doing to help out someone who was in trouble and I enjoyed going out of my way to speak up and help those who had questions or needed assistance.

If I'd be accepted I'd like to rejoin the staff team in V6, I'm on almost every day and I'd like to contribute more to the server community in any way that I can. All of the staff team currently work so hard every day, I'd like to help them out any way I can as well.

So well... thank you for reading this app and I hope someone fitting of the staff team is picked even if it's not me. ^^

59
Suggestions & Ideas / Re: BEACONS IN THE WILD
« on: 25 Jan 2015, 04:41:09 »
To be honest I don't even see why you need a beacon so badly. What effect do you need so bad that you have to have a beacon on your wild chunks?

The only ones that are available are:
Speed, Haste, Resistance, Jump, Strength, Regeneration.

The only one that I can see as being 'valuable' is the Haste boost, in which case you can just get or make Haste 2 potions or just use VIP/Vet armor and deal with the beacons not being placed.

The other effects would be things you could easily just do in towns for things like repair grinding/mob grinding/etc.

Other than that I feel like Lawrence explained why beacons aren't allowed in the wild pretty well in the post that he linked in his last post here...

60
It looks like this is now working, so thanks staff team and the towny devs!

However there's one major problem right now: Items need to be added to the ID data list of the wilds plots to let people break them. Right now it looks like people are only able to break sugar cane.

The IDs that need to be added are:
6 Oak Sapling
6:1 Spruce Sapling
6:2 Birch Sapling
6:3 Jungle Sapling
6:4 Acacia Sapling
6:5 Dark Oak Sapling
17 Oak Wood
17:1 Spruce Wood
17:2 Birch Wood
17:3 Jungle Wood
18 Oak Leaves
18:1 Spruce Leaves
18:2 Birch Leaves
18:3 Jungle Leaves
59 Wheat Crops
81 Cactus
86 Pumpkin
103 Melon Block
106 Vines
115 Nether Stalk
127 Cocoa
141 Carrots
142 Potatoes
161 Acacia Leaves
161:1 Dark Oak Leaves
162 Acacia Wood
162:1 Dark Oak Wood
295 Wheat Seeds
361 Pumpkin Seeds
362 Melon Seeds
372 Nether Wart
391 Carrot
392 Potato

61
Server Announcements / Re: Maintenance 17/1/2015
« on: 18 Jan 2015, 02:47:53 »
No, it doesn't work. I don't think it will work at all ever, if I recall it never 'played nice' with whatever chat plugin that we're currently using and caused issues. :/

62
Towns & Nations / Dracomere Farms Open
« on: 18 Jan 2015, 01:13:43 »
As the wilds plot type now works, Dracomere farms are open for anyone and everyone to use, whether you're in a town or just living out on your own!!

Feel free to drop by our farms, straight out from /town spawn Dracomere, and get whatever materials you'd like!

If you'd like to you could also sell the produce or wood you collect to the chest shops right in front of the farms for higher profit than /shop!

63
Market Place / Dracomere Mining/Farm/Wood Shops
« on: 15 Jan 2015, 17:09:13 »
Hello all, informing everyone about Dracomere's shops where you can sell for higher than /shop! If you'd like to find the area where the shop chests are at they are straight forward from spawn and directly in front of the farms, in the watermelon/pumpkin decorated area.

Every item is $2nbz less than /vipshop buys for, to help out those who don't have access to /vipshop.

~~Prices~~
$38Nbz per stack, $2052Nbz per inventory
Oak Log
Spruce Log
Birch Log
Jungle Log
Acacia Log
Dark Oak Log

$158Nbz per stack,  $8532Nbz per inventory
Dirt
Gravel
Sand
Sandstone
Netherrack

$222Nbz per stack, $11988Nbz per inventory
Cobblestone
Stone

If any of the chests end up full feel free to inform me here or send me a mail, make sure to tell me which item is full so I can empty them!

64
Support / Re: Tokens?
« on: 9 Jan 2015, 14:00:21 »
Helloooooo.

Tokens are what players got when V6 was first announced, they were given out for MCMMO levels, activity, etc from the announcement until the end of V5. Supposedly there will be a way to obtain them again later on, although haven't really heard anything besides a few hints from Law around the forums. :P

65
Towns & Nations / Re: Matt's here! :D
« on: 9 Jan 2015, 13:59:31 »
I forget if you had one in V6 or not, if you're meaning the one in V5 then it's definitely gone since the entire map reset. :P

66
Server Announcements / Re: Network Update
« on: 8 Jan 2015, 20:16:41 »
So it seems we still have some server-wide lag from what I and others have been experiencing in the last hourish or so, I thought you'd like to know that as an update.

67
Market Place / Dracomere Spawn - Buying Dirt
« on: 5 Jan 2015, 15:19:50 »
Hello there! At Dracomere spawn I currently have quite a few chests set up to buy dirt for our farms, since it's going to need quite a lot of dirt to build them all.

At the spawn I'm buying dirt for 160nbz a stack, the same price as /vipshop. They're set up so that you can sell a full inventory with a single click.

If you find that all the chests are filled up let me know on here or send me a mail so that I can empty them!

68
Server Announcements / Re: Network Update
« on: 4 Jan 2015, 23:48:46 »
Just wanted to let you know we're getting severe lag spikes now, server-wide. It keeps happening every other minute it feels like.

69
Other / Re: Oh the irony
« on: 4 Jan 2015, 00:46:43 »
It's rather ironic but if I recall those are Google ads. As in, they show things related to what you've searched on your computer and such, so the ad is probably only showing for you and therefore not really against the rules or something the admins have any control over. :P

70
Server Announcements / Re: Spawners galore!
« on: 3 Jan 2015, 07:25:41 »
Okay, I have a few of my own questions for this since it can be rather important while planning [since you can't move spawners it's very, very, very important to have all the planning for where they go done beforehand.]

1. Spawners will only spawn up until there's 15 mobs in a chunk, as there's a 15 mob per chunk limit [so I believe], yes? So as soon as you kill off the mobs within the chunk they should start spawning again?

2. If you have a spawner in one chunk and a second spawner in another chunk directly beside it will they interfere with each other? As in, if they spawn 15 in one chunk would it cause it not to spawn in the other chunk? Or anything like that at all?

3. How quickly do these spawners spawn on the server? I remember in V5 it could take a ridiculous amount of time for something to spawn. We had one spawner per chunk in a 2x4 grid and it could take minutes on end for one of the spawners to spit out a mob. It made it pathetically slow to get anything useful out of the mobs there, especially important leather.

4. If two spawners are in the same chunk would they both spawn until the 15 mob limit is reached or will only one work?

5. Do spawners need to be at a certain Y value, or have dirt/grass around them in order to work? I also presume they need to be lit up unlike with hostile mob spawners?

P.S. .....Why bat spawners? They don't really do anything, they don't even drop xp. So I'm kind of curious why the addition of that, haha.

71
It seems like this was never looked at, or it feels like it since this was never responded to by an admin or staff since it was created in May.

If I sound rather annoyed in this post it's because I am. Since May I have had a suggestion on the forum to allow towns to have a way in order to have town farms that could only have the produce/trees griefed off them. Not blocks. In which case the worst damage someone could do to a town farm would be to destroy all their crops, which if you had stock stored in case of this one could simply replace all the produce/trees.

My town farms have been block-griefed several times in the last few months, other places have been griefed that I've heard of as well and the main response I've heard people say the staff team had was "Well you set the perms that way, it's your own fault."

And when it comes to town farms I have to say that's ridiculous. Because, again, since May I have had this suggestion up on the forum that if it was properly implemented would remove this problem.

I had to test repeatedly to see how wilds plots work and right now the only problem that I've run into that keeps me from fully implementing this in my town is that wilds plots are currently bugged so that if the plot was ever owned at any point in time it's impossible to use it as a wilds plot because it will tell you you don't have permission to destroy/build there even if the perms are set for this.

Once more I'm going to repeat this, because I'm extremely annoyed now, for eight months I've had this suggestion up. Not once did I get a single reply from staff on this, whether it was simply acknowledging that the suggestion existed or telling me that it was being looked into to be implemented.

All I'm asking for is to simply look into why this last single bug exists for wilds plots. And fix it if it's at all possible, or somehow allow towns to unclaim/reclaim the plots that they want to use for their farms [if this would be the only fix for the bug] so they can properly protect their town farms.

72
Suggestions & Ideas / Re: Frosty Pet
« on: 30 Dec 2014, 23:31:33 »
From what I saw at spawn last night, there could be some other rare pets on the way. maybe. I hope.

I believe the pets you were seeing were rare, if I recall Floris is the only one with an Enderman pet, but some of them were from donation only as well.

You could get all of the donation pets for $28.01 USD if you really wanted to.

Donation only pets are:
*Ocelot
*Zombie
*Mooshroom
*Zombie Pigman
*Magma Cube
*Slime
*Squid

73
Suggestions & Ideas / Re: /Gift Ignore [Name]
« on: 30 Dec 2014, 23:28:05 »
Hm, I'd also perhaps suggest a way to actually see what your gift is without having to put down the chest, kind of like a gift preview. You could then decide whether you cared enough to get the gift or whether it's worth removing things out of your inventory to collect it right now.

If you didn't want the gift you could then perhaps /gift remove or something like that. I've been thinking it's kind of annoying to not know what you're going to get and having no way to remove your gift except by collecting it.

74
Suggestions & Ideas / Re: Frosty Pet
« on: 30 Dec 2014, 20:45:26 »
That would rather ruin the point of the frosty pet, which was that it was a limited-number pet. Not everyone can get  it, it'd be quite rude towards those who spent tons of money scrambling and struggling to get one and then just let everyone who wants one get one, don't you think?

It'd be like telling the 20 or so people that got theirs "Hey I know you were promised a rare item that only you few could get but now that we've made you spend so much money trying to get one we're going to release it to everyone, LOL".

See how people might get very angry/upset/betrayed by that flip? Trustworthy people don't claim something's going to be rare/limited-number and then turn around and let everyone get it.

75
Suggestions & Ideas / Re: Alchemy skill
« on: 24 Dec 2014, 19:08:35 »
I feel like I should add in my two cents about this, since more information about why it should be tweaked would be good in order for a more compelling argument. Originally Alchemy allowed you to create a potion, such as Speed, and then you could simply 'switch' between redstone and glowstone for shifting between stronger potion or longer lasting potion.

You would get xp for each of these' switches', which would make it easier for someone who was leveling potions to work with. You'd still be creating a 'new' potion, using up ingredients, as well as using up time and getting xp while doing so.

However it seems that MCMMO has since 'fixed' this since it was 'unintentional' as I've heard. However this makes XP gain in alchemy a lot harder, as now you will have to drink every single potion that you create or simply toss it away. This requires you to: Spend time 'drinking' the potion or 'making' new potion bottles, filling said bottles, and putting them back into the brewing stand.

All of that takes up extra time in which you are gaining no xp.

Now I did a little testing just now about the xp that you are gaining from alchemy, I am currently at level 550 and it requires me to have 16,770 xp to gain a single level.

For testing:
3 water bottles to awkward potions: 74 xp from this
3 Awkward potions to speed potions: 149 xp from this
3 speed potions to longer time potions: 297 xp from this

So going from a water bottle to a longer time/stronger potion gets you: 520  xp.

And all of this testing was during a x3 xp event. This means that all of the xp I just gained would normally be 1/3 of what I got. So 'regular' xp gain would be:
3 water bottles to awkward potions: 24.66 xp from this
3 Awkward potions to speed potions: 49.66 xp from this
3 speed potions to longer time potions: 99 xp from this

So going from a water bottle to a longer time/stronger potion gets you: 173.32 xp.

So in order for me to level one single time I'd need to fully brew:
96.75 potions during an x3 xp [or 32.25 brewing stands].
290.272 potions normally [or 96.757 brewing stands].

Now please note that the actual work you have to do is three times as much as what's here. Because you have to do those potions/brewing stands three times in order to get the full xp. Once for the netherwart, once for creating the potion, and once for the redstone/glowstone.

Now taking this into account, the amount of times you need to create something in order to get the single level is:
290.25 potions during an x3 xp [or 96.75 brewing stands]
870.816 potions normally [or 290.271 brewing stands]

Potions take a super long time to brew, especially because MCMMO alchemy skill makes it take even longer at lower levels.

So the amount of xp that you get right now is incredibly low for the work that one is doing.

I'll also point out that you gain absolutely no xp for making a potion that's MCMMO-exclusive now. So that's kind of a bummer as well because you're not even gaining xp for brewing specific potions. Which is the entire point of the skill.... to gain xp from brewing.

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